Introduction
Hyperscape integrates ElizaOS to enable AI agents that play the game autonomously. Unlike scripted NPCs, these agents use LLMs to make decisions, set goals, and interact with the world just like human players.
ElizaOS 1.7.0: Hyperscape is compatible with ElizaOS 1.7.0+ with backwards-compatible shims for cross-version support. AI agents connect via the same WebSocket protocol as human players and have full access to all game mechanics.
Plugin Architecture
The @hyperscape/plugin-hyperscape package provides:
packages/plugin-hyperscape/src/
├── actions/ # 24 game actions (movement, combat, skills, etc.)
├── providers/ # 10 state providers (game state, inventory, etc.)
├── evaluators/ # Decision-making evaluators
├── services/ # HyperscapeService (WebSocket client)
├── events/ # Event handlers for memory storage
├── routes/ # HTTP API for agent management
├── managers/ # State and behavior management
├── templates/ # LLM prompt templates
├── content-packs/ # Character templates
├── config/ # Configuration
├── types/ # TypeScript types
├── utils/ # Item detection and helper utilities
└── index.ts # Plugin entry point
Plugin Registration
// From packages/plugin-hyperscape/src/index.ts
export const hyperscapePlugin: Plugin = {
name: "@hyperscape/plugin-hyperscape",
description: "Connect ElizaOS AI agents to Hyperscape 3D multiplayer RPG worlds",
services: [HyperscapeService],
providers: [
goalProvider, // Current goal and progress
gameStateProvider, // Health, stamina, position, combat
inventoryProvider, // Items, coins, free slots
nearbyEntitiesProvider, // Players, NPCs, resources
skillsProvider, // Skill levels and XP
equipmentProvider, // Equipped items
availableActionsProvider, // Context-aware actions
possibilitiesProvider, // What actions are currently possible
goalTemplatesProvider, // Structured goal templates for beginners
guardrailsProvider, // Safety constraints and warnings
],
evaluators: [
goalEvaluator, // Goal progress assessment
survivalEvaluator, // Health and threat assessment
explorationEvaluator, // Exploration opportunities
socialEvaluator, // Social interactions
combatEvaluator, // Combat opportunities
],
actions: [
// 23 actions listed below
],
};
LLM Autonomy System
As of PR #628, agents use a THINKING+ACTION format that separates reasoning from action selection, making agent behavior transparent and debuggable.
Agents respond with structured reasoning before taking actions:
THINKING: I have 3 goblins attacking me and my health is at 40%. I have food in my inventory.
I should eat to restore health before continuing combat.
ACTION: EAT_FOOD
Benefits:
- Clear separation of reasoning and decision
- Debuggable agent behavior (see why it chose an action)
- Better parsing and error handling
- Foundation for multi-step reasoning
Target Locking
Agents lock onto combat targets for 30 seconds to prevent target switching:
// From autonomous-behavior-manager.ts
private lockedTargetId: string | null = null;
private readonly TARGET_LOCK_TIMEOUT = 30000; // 30s
Behavior:
- Agent attacks one target until it dies
- Lock clears when target dies, despawns, or 30s timeout
- Dramatically improves combat effectiveness
Force Flee Mechanism
Pre-emptive survival check runs BEFORE LLM selection:
// If health < 25% AND threats nearby, agent automatically flees
if (healthPercent < 25 && threats.length > 0) {
// Bypass LLM - execute FLEE immediately
await executeAction(fleeAction);
}
Survival instinct overrides LLM decisions to prevent deaths.
Combat Readiness Scoring
New getCombatReadiness() function evaluates combat preparedness:
interface CombatReadiness {
score: number; // 0-100
factors: string[]; // Reasons for deductions
ready: boolean; // score >= 50
}
Factors:
- Health level (deduct up to 30 points for low health)
- Weapon equipped (deduct 25 points if no weapon)
- Food available (deduct 20 points if no food)
Combat goals are scaled down when readiness is low.
Available Actions
The plugin provides 23 actions across 9 categories:
Goal-Oriented Actions
| Action | Description |
|---|
setGoalAction | Set a new goal using LLM with goal templates |
navigateToAction | Navigate to goal location |
Autonomous Behavior
| Action | Description |
|---|
autonomousAttackAction | Attack nearby mobs with target locking |
exploreAction | Move to explore new areas |
fleeAction | Run away from danger (auto-triggered below 25% HP) |
idleAction | Stand still and observe |
approachEntityAction | Move towards a specific entity |
lootStarterChestAction | Loot starter chest for basic tools (one-time) |
Movement Actions
| Action | File | Description |
|---|
moveToAction | actions/movement.ts | Navigate to coordinates |
followEntityAction | actions/movement.ts | Follow an entity |
stopMovementAction | actions/movement.ts | Stop moving |
Combat Actions
| Action | File | Description |
|---|
attackEntityAction | actions/combat.ts | Attack a target |
changeCombatStyleAction | actions/combat.ts | Change attack style |
Skill Actions
| Action | File | Description |
|---|
chopTreeAction | actions/skills.ts | Chop a tree (Woodcutting) |
mineRockAction | actions/skills.ts | Mine a rock (Mining) |
catchFishAction | actions/skills.ts | Catch fish (Fishing) |
lightFireAction | actions/skills.ts | Light a fire (Firemaking) |
cookFoodAction | actions/skills.ts | Cook food (Cooking) |
Inventory Actions
| Action | File | Description |
|---|
equipItemAction | actions/inventory.ts | Equip an item |
useItemAction | actions/inventory.ts | Use/consume an item |
dropItemAction | actions/inventory.ts | Drop an item (supports “drop all”) |
pickupItemAction | actions/inventory.ts | Pick up items from ground |
Social Actions
| Action | File | Description |
|---|
chatMessageAction | actions/social.ts | Send a chat message |
Banking Actions
| Action | File | Description |
|---|
bankDepositAction | actions/banking.ts | Deposit items to bank |
bankWithdrawAction | actions/banking.ts | Withdraw items from bank |
State Providers
Providers supply game context to the agent’s decision-making. As of PR #628, three new providers enhance LLM decision-making:
New Providers (PR #628)
possibilitiesProvider
Tells the LLM what actions are currently possible:
{
craftable: {
smelting: [{ barName: "Bronze Bar", ingredients: "copper_ore + tin_ore", canMake: 5 }],
smithing: [{ itemName: "Bronze Sword", barsNeeded: 1, canMake: 3 }],
cooking: [{ rawItem: "Raw Shrimp", cookedItem: "Shrimp", count: 10 }],
firemaking: [{ logName: "Normal Logs", count: 15, xp: 40 }]
},
gatherable: [
{ type: "tree", name: "Oak Tree", levelRequired: 15, canGather: true, count: 3 }
],
combat: {
attackableTargets: [{ name: "Goblin", count: 5 }],
combatReadiness: { score: 75, issues: [] }
},
trainableSkills: [
{ skill: "Woodcutting", currentLevel: 10, canTrain: true, howToTrain: "Chop nearby trees" }
],
hasFood: true,
inventorySlotsFree: 15
}
goalTemplatesProvider
Provides structured goal templates for OSRS beginner flows:
{
templates: [
{
id: "woodcutting_basics",
name: "Learn Woodcutting",
type: "woodcutting",
description: "Chop trees to gather logs and train woodcutting skill",
prerequisites: ["Have an axe equipped or in inventory"],
hardRequirements: ["has_axe"],
steps: [
"Ensure you have an axe (bronze axe works for beginners)",
"Travel to an area with trees (forest location)",
"Click on a tree to start chopping",
"Continue until inventory is full or target level reached"
],
successCondition: "Woodcutting level 10+ OR inventory full of logs",
score: 85,
applicable: true,
reason: "Trees nearby, woodcutting level 5 (room to grow)"
}
],
topTemplates: [...], // Top 5 recommended goals
applicableTemplates: [...] // Goals with prerequisites met
}
Goal Types:
woodcutting, mining, fishing - Gathering skills
smithing, firemaking, cooking - Artisan skills
combat - Combat training
exploration - Discover new areas
starter_items - Acquire basic tools
guardrailsProvider
Provides safety constraints and warnings:
{
hardConstraints: [
"NEVER set combat goals when health is below 30%",
"NEVER engage in combat without a weapon equipped",
"ALWAYS flee immediately when health drops below 25% during combat"
],
softConstraints: [
"Prefer goals that utilize current inventory items",
"Prefer nearby resources over distant ones",
"Balance skill training - don't over-specialize too early"
],
activeWarnings: [
{ level: "critical", message: "Health at 20% - FLEE IMMEDIATELY!", action: "Use FLEE action" }
],
blockedActions: [
{ action: "combat", reason: "No weapon equipped", resolveBy: "Equip a weapon" }
]
}
Core Providers
goalProvider
Provides current goal and progress tracking.
gameStateProvider
// Player health, stamina, position, combat status
{
health: { current: 45, max: 99 },
stamina: { current: 80, max: 100 },
position: { x: 123.5, y: 0, z: 456.7 },
inCombat: false,
combatTarget: null,
}
inventoryProvider
// Inventory items, coins, free slots
{
items: [
{ id: "bronze_sword", quantity: 1, slot: 0 },
{ id: "coins", quantity: 500, slot: 1 },
],
freeSlots: 26,
totalCoins: 500,
}
nearbyEntitiesProvider
// Players, NPCs, resources in range
{
players: [...],
mobs: [
{ id: "goblin_1", name: "Goblin", distance: 5.2, health: 10 },
],
resources: [
{ id: "tree_1", type: "tree", distance: 3.1 },
],
items: [...],
}
skillsProvider
// Skill levels and XP
{
attack: { level: 10, xp: 1154 },
strength: { level: 8, xp: 737 },
defense: { level: 5, xp: 388 },
constitution: { level: 12, xp: 1623 },
ranged: { level: 1, xp: 0 },
prayer: { level: 5, xp: 388 },
woodcutting: { level: 15, xp: 2411 },
mining: { level: 10, xp: 1154 },
fishing: { level: 10, xp: 1154 },
mining: { level: 10, xp: 1154 },
firemaking: { level: 5, xp: 388 },
cooking: { level: 8, xp: 737 },
smithing: { level: 3, xp: 276 },
agility: { level: 8, xp: 737 },
}
equipmentProvider
// Currently equipped items
{
weapon: { id: "bronze_sword", name: "Bronze Sword" },
shield: null,
helmet: null,
body: null,
legs: null,
arrows: null,
}
availableActionsProvider
// Context-aware actions the agent can perform now
{
canAttack: ["goblin_1", "goblin_2"],
canChopTree: ["tree_5"],
canCatchFish: [],
canCook: false,
canBank: false,
}
Evaluators
Evaluators assess game state for autonomous decision-making:
| Evaluator | Purpose |
|---|
goalEvaluator | Check goal progress, provide recommendations |
survivalEvaluator | Assess health, threats, survival needs |
explorationEvaluator | Identify exploration opportunities |
socialEvaluator | Identify social interaction opportunities |
combatEvaluator | Assess combat opportunities and threats |
Configuration
// From packages/plugin-hyperscape/src/index.ts
const configSchema = z.object({
HYPERSCAPE_SERVER_URL: z
.string()
.url()
.optional()
.default("ws://localhost:5555/ws"),
HYPERSCAPE_AUTO_RECONNECT: z
.string()
.optional()
.default("true")
.transform((val) => val !== "false"),
HYPERSCAPE_AUTH_TOKEN: z
.string()
.optional(),
HYPERSCAPE_PRIVY_USER_ID: z
.string()
.optional(),
});
Environment Variables
# LLM Provider (at least one required)
OPENAI_API_KEY=your-openai-key
ANTHROPIC_API_KEY=your-anthropic-key
OPENROUTER_API_KEY=your-openrouter-key
OLLAMA_SERVER_URL=http://localhost:11434 # For local Ollama models
# Hyperscape Connection
HYPERSCAPE_SERVER_URL=ws://localhost:5555/ws
HYPERSCAPE_AUTO_RECONNECT=true
HYPERSCAPE_AUTH_TOKEN=optional-privy-token
HYPERSCAPE_PRIVY_USER_ID=optional-privy-user-id
ElizaOS 1.7.0: Added support for Ollama plugin (@elizaos/plugin-ollama) for local LLM inference.
Running AI Agents
# Start game with AI agents
bun run dev:ai
This starts:
- Game server on port 5555
- Client on port 3333
- ElizaOS runtime on port 4001
- ElizaOS dashboard on port 4000
Agent Dashboard
Access the agent dashboard at http://localhost:4000 to:
- View agent status and goals
- Monitor skill progression and XP gains
- See current position and nearby locations
- Control agent behavior (stop/resume goals)
- Send messages and quick commands
- Configure API keys and settings
Dashboard Features:
- Summary Card: Online status, combat level, total level, current goal
- Goal Panel: Current objective, progress, time estimates, stop/resume controls
- Skills Panel: All skill levels with XP progress bars and session gains
- Activity Panel: Recent actions, kills, deaths, gold earned
- Position Panel: Current zone, nearby POIs, coordinates
- Quick Action Menu: One-click commands (woodcutting, mining, fishing, combat, pickup, bank, stop, idle)
ElizaOS 1.7 Compatibility
Hyperscape now uses ElizaOS 1.7.0 with backwards-compatible shims for API changes:
Key Changes:
max_tokens → maxTokens (with fallback for older versions)
- Updated dependencies:
@elizaos/core, @elizaos/plugin-sql, @elizaos/server
- Added
@elizaos/plugin-ollama support for local LLM inference
Agent Dashboard
The agent dashboard provides real-time monitoring and control of AI agents.
Dashboard Features
Agent Summary Card:
- Online/offline status with uptime
- Combat level and total level
- Current goal with progress bar
- Session statistics
Goal Panel:
- Current goal description and progress
- Estimated time to completion
- XP rate tracking
- Lock/unlock goal controls
- Stop button - Immediately halts agent and sets to idle
- Resume Auto - Resumes autonomous goal selection
- Recent goals history
Skills Panel:
- All skill levels with XP progress bars
- Session XP gains tracking
- Live updates when viewport is active
Activity Panel:
- Recent actions feed (combat, skills, items, goals)
- Session stats (kills, deaths, gold earned, resources gathered)
- Live activity tracking
Position Panel:
- Current zone name (Central Haven, Eastern Forest, etc.)
- Coordinates (X, Y, Z)
- Nearby points of interest with distances
- Live position tracking
Quick Action Menu:
- One-click commands for common tasks
- Nearby locations (banks, furnaces, trees, fishing spots)
- Quick commands (woodcutting, mining, fishing, combat, pickup, stop, idle)
- Available goals
- Inventory actions (equip, use, drop)
Stop/Resume Goal Control
The dashboard includes robust stop/resume functionality:
Stop Goal:
- Immediately cancels current movement path
- Sets agent to idle mode
- Blocks autonomous goal selection
- Shows “Goals Paused” state in UI
- Chat commands still work (user can send manual commands)
Resume Auto:
- Re-enables autonomous goal selection
- Agent resumes normal behavior
- Clears paused state
Implementation:
POST /api/agents/:agentId/goal/stop - Stops goal and sets paused state
POST /api/agents/:agentId/goal/resume - Resumes autonomous behavior
goalsPaused flag tracked server-side and synced to plugin
- Pause state persists across reconnections
Dashboard API Endpoints
| Endpoint | Method | Description |
|---|
/api/agents/mapping/:agentId | GET | Get character ID for agent |
/api/agents/:agentId/goal | GET | Get current goal and available goals |
/api/agents/:agentId/goal | POST | Set a new goal |
/api/agents/:agentId/goal/stop | POST | Stop current goal and pause |
/api/agents/:agentId/goal/resume | POST | Resume autonomous goals |
/api/agents/:agentId/message | POST | Send chat message to agent |
/api/agents/:agentId/quick-actions | GET | Get quick action menu data |
/api/characters/:characterId/skills | GET | Get character skills |
/api/characters/:characterId/position | GET | Get character position |
/api/data/skill-unlocks | GET | Get skill unlock definitions |
Rate Limiting
Dashboard components use polling with retry logic to avoid rate limiting:
Polling Intervals:
- Agent Summary: 10 seconds
- Goal Panel: 10 seconds
- Skills Panel: 10 seconds
- Activity Panel: 10 seconds
- Position Panel: 5-10 seconds (faster when viewport active)
Retry Logic: Exponential backoff (1s → 2s → 4s) for failed requests.
Spectator Mode
Watch AI agents play in real-time:
- Start with
bun run dev:ai
- Open
http://localhost:3333
- Click the Dashboard icon
- Select an agent to spectate
- Observe decision-making in the viewport and activity feed
Agent Architecture Flow
Decision-Making Pipeline
- Providers - Gather game context (10 providers)
- Compose State - Merge provider data into unified state
- Evaluators - Assess situation (5 evaluators)
- LLM Decision - Generate THINKING+ACTION response
- Parse - Extract reasoning and action name
- Validate - Check if action is possible
- Execute - Perform action via HyperscapeService
- Update - Server sends state changes back
Survival Override: If health < 25% with threats, skip LLM and force FLEE.
Event Handlers
Game events are stored as memories for agent learning:
// From packages/plugin-hyperscape/src/index.ts
events: {
RUN_STARTED: [
async (payload) => {
const runtime = payload.runtime;
const service = runtime.getService<HyperscapeService>("hyperscapeService");
if (service && !service.arePluginEventHandlersRegistered()) {
registerEventHandlers(runtime, service);
service.markPluginEventHandlersRegistered();
}
},
],
},
Detailed Documentation